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    Interface IDataService

    Namespace: Unity.Services.CloudSave.Internal
    Assembly: solution.dll
    Syntax
    public interface IDataService

    Properties

    Name Description
    Custom
    Player

    Methods

    Name Description
    ForceDeleteAsync(string)

    Removes one key at the time. If a given key doesn't exist, there is no feedback in place to inform a developer about it. There is no client validation implemented for this method. Throws a CloudSaveException with a reason code and explanation of what happened.

    ForceSaveAsync(Dictionary<string, object>)

    Upload one or more key-value pairs to the Cloud Save service, overwriting any values that are currently stored under the given keys. Throws a CloudSaveException with a reason code and explanation of what happened.

    Dictionary
    as a parameter ensures the uniqueness of given keys.

    There is no client validation in place, which means the API can be called regardless if data is incorrect and/or missing.

    LoadAllAsync()

    Downloads all data from Cloud Save. There is no client validation in place. This method includes pagination. Throws a CloudSaveException with a reason code and explanation of what happened.

    LoadAsync(HashSet<string>)

    Downloads one or more values from Cloud Save, based on provided keys.

    HashSet
    as a parameter ensures the uniqueness of keys.

    There is no client validation in place. This method includes pagination. Throws a CloudSaveException with a reason code and explanation of what happened.

    RetrieveAllKeysAsync()

    Returns all keys stored in Cloud Save for the logged in player. Throws a CloudSaveException with a reason code and explanation of what happened.

    This method includes pagination.

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